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Edwards, Virginia B., Ed. – Education Week, 2014
Figuring out how to use digital tools to transform testing requires a willingness to invest in new technologies and the patience to experiment with novel approaches, a commitment to ongoing professional development and reliable technical support, and an openness to learn from mistakes. Whatever bumpy ride this technological journey takes, experts…
Descriptors: Elementary Secondary Education, Technological Advancement, Testing, Computer Assisted Testing
Chen, Julian ChengChiang – Research-publishing.net, 2014
English as a foreign language (EFL) learners' language use in 3-D virtual environments is a vibrant avenue that still deserves more research attention in the field of CALL. To contribute research and pedagogical implications to the current Second Life (SL) literature, this study aims to examine EFL adult learners' use of communication strategies…
Descriptors: Case Studies, Second Language Learning, Second Language Instruction, Learning Strategies
Dias, Joseph V. – Research-publishing.net, 2014
Intercultural simulations, such as Barnga (Thiagarajan & Steinwachs, 1990), along with the use of critical incidents (Gibson, 2002; Gropper, 1996), have long been a mainstay of intercultural communication courses and have found their way into English as a second language (ESL) and English as a foreign language (EFL) classrooms (Apedaile &…
Descriptors: Intercultural Communication, English (Second Language), Second Language Learning, Computer Mediated Communication
Al-Jarf, Reima – Online Submission, 2014
Teachers' online discussion forums play an important role in ESL teachers' professional development. They provide opportunities for in-depth peer-to peer interaction, self-directed learning, exchange of knowledge and expertise, and greater involvement in teaching-learning and student-teacher issues. Forum members can share resources such as tests,…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Language Teachers
Moseley, Alex – International Journal of Game-Based Learning, 2012
Drawing on a participatory study of the Perplex City alternate reality game, this paper considers the data obtained through participation and a detailed survey of the most engaged players, in order to determine the most engaging features and suggest methods for their transfer to educational contexts. Originally presented at a conference in 2008,…
Descriptors: Computer Games, Educational Games, Game Theory, Learner Engagement
García-García, César; Fernández-Robles, José Luis; Larios-Rosillo, Victor; Luga, Hervé – International Journal of Game-Based Learning, 2012
This article presents the current development of a serious game for the simulation of massive evacuations. The purpose of this project is to promote self-protection through awareness of the procedures and different possible scenarios during the evacuation of a massive event. Sophisticated behaviors require massive computational power and it has…
Descriptors: Computer Games, Computer Simulation, Educational Games, Crisis Management
Arora, Payal; Itu, Sorina – International Journal of Game-Based Learning, 2012
The battle between educators and entertainers continues when it comes to gaming. While this is so, the edutainment battleground has expanded to include actors outside formal schooling agencies, namely International Non-Governmental Organizations (INGOs). These actors employ digital games with the aim to educate and activate towards specific social…
Descriptors: Activism, Educational Games, International Organizations, Nongovernmental Organizations
Neely, Pat; Tucker, Jan – American Journal of Business Education, 2012
New modalities for assessing student learning exist as a result of advances in computer technology. Conventional measurement practices have been transformed into computer based testing. Although current testing replicates assessment processes used in college classrooms, a greater opportunity exists to use computer technology to create authentic…
Descriptors: Performance Based Assessment, Business Administration Education, Computer Simulation, Teaching Methods
Tanner, John R.; Stewart, Geoffrey; Totaro, Michael W.; Hargrave, Melissa – American Journal of Business Education, 2012
Business simulations serve as learning platforms that stimulate the "gaming" interest of students, that provide a structured learning environment, and that should help manage the time resources of faculty. Simulations appear to provide a context where students feel learning can take place. However, faculty perception of simulation…
Descriptors: Undergraduate Students, Undergraduate Study, Business Administration Education, Marketing
Board, Keith – Tech Directions, 2012
This article describes a reverse engineering activity that gives students hands-on, minds-on experience with measuring tools, machine parts, and CAD. The author developed this activity to give students an abundance of practical experience with measuring tools. Equally important, it provides a good interface between the virtual world of CAD 3D…
Descriptors: Computer Assisted Design, Computer Simulation, Computer Assisted Instruction, Class Activities
Saleta, Jennifer M. – ProQuest LLC, 2012
The purpose of this study was to examine the effects of utilizing high-fidelity simulation on the team performance, perceived level of learning, and satisfaction of resident physicians in a simulated cardiac resuscitation scenario. This study was significant because it filled a gap in the literature about how methods of education impact healthcare…
Descriptors: Simulation, Medical Care Evaluation, Graduate Medical Education, Teamwork
Justice, Lenora Jean – ProQuest LLC, 2012
The purpose of this study was to create a valid and reliable instrument to measure teacher perceived barriers to the adoption of games and simulations in instruction. Previous research, interviews with educators, a focus group, an expert review, and a think aloud protocol were used to design a survey instrument. After finalization, the survey was…
Descriptors: Barriers, Games, Simulation, Test Validity
Magruder, Robin Lee – ProQuest LLC, 2012
The purpose of this embedded quasi-experimental mixed methods research was to use solving simple linear equations as the lens for looking at the effectiveness of concrete and virtual manipulatives as compared to a control group using learning methods without manipulatives. Further, the researcher wanted to investigate unique benefits and drawbacks…
Descriptors: Middle School Students, Equations (Mathematics), Mathematics, Manipulative Materials
Hayes, Elisabeth R., Ed.; Duncan, Sean C., Ed. – Peter Lang New York, 2012
As video games have become an important economic and cultural force, scholars are increasingly trying to better understand the ways that engagement with games may drive learning, literacy, and social participation in the twenty-first century. In this book, the authors consider games and just as importantly, the social interactions around games,…
Descriptors: Socialization, Video Games, Epistemology, Multiple Literacies
Mallory, Cecile R. – ProQuest LLC, 2012
In the U.S., future economic viability is being challenged by an increasing inability to replace retiring engineers and scientists through the year 2020 due to declines in learner motivation and proficiency in science. The expository laboratory appears to be linked with non-engagement and is one possible contributing factor to this problem…
Descriptors: Computer Simulation, Science Laboratories, College Science, Chemistry

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